vector3d SpaceStation::GetTargetIndicatorPosition(const Frame *relTo) const { // return the next waypoint if permission has been granted for player, // and the docking point's position once the docking anim starts for (int i=0; i<MAX_DOCKING_PORTS; i++) { if (i >= m_type->numDockingPorts) break; if ((m_shipDocking[i].ship == Pi::player) && (m_shipDocking[i].stage > 0)) { SpaceStationType::positionOrient_t dport; if (!m_type->GetShipApproachWaypoints(i, m_shipDocking[i].stage+1, dport)) PiVerify(m_type->GetDockAnimPositionOrient(i, m_type->numDockingStages, 1.0f, vector3d(0.0), dport, m_shipDocking[i].ship)); vector3d v = GetInterpPositionRelTo(relTo); return v + GetInterpOrientRelTo(relTo) * dport.pos; } } return GetInterpPositionRelTo(relTo); }
vector3d Body::GetTargetIndicatorPosition(const Frame *relTo) const { return GetInterpPositionRelTo(relTo); }
// Calculates the ambiently and directly lit portions of the lighting model taking into account the atmosphere and sun positions at a given location // 1. Calculates the amount of direct illumination available taking into account // * multiple suns // * sun positions relative to up direction i.e. light is dimmed as suns set // * Thickness of the atmosphere overhead i.e. as atmospheres get thicker light starts dimming earlier as sun sets, without atmosphere the light switches off at point of sunset // 2. Calculates the split between ambient and directly lit portions taking into account // * Atmosphere density (optical thickness) of the sky dome overhead // as optical thickness increases the fraction of ambient light increases // this takes altitude into account automatically // * As suns set the split is biased towards ambient void ModelBody::CalcLighting(double &ambient, double &direct, const Camera *camera) { const double minAmbient = 0.05; ambient = minAmbient; direct = 1.0; Body *astro = GetFrame()->GetBody(); if ( ! (astro && astro->IsType(Object::PLANET)) ) return; Planet *planet = static_cast<Planet*>(astro); // position relative to the rotating frame of the planet vector3d upDir = GetInterpPositionRelTo(planet->GetFrame()); const double planetRadius = planet->GetSystemBody()->GetRadius(); const double dist = std::max(planetRadius, upDir.Length()); upDir = upDir.Normalized(); double pressure, density; planet->GetAtmosphericState(dist, &pressure, &density); double surfaceDensity; Color cl; planet->GetSystemBody()->GetAtmosphereFlavor(&cl, &surfaceDensity); // approximate optical thickness fraction as fraction of density remaining relative to earths double opticalThicknessFraction = density/EARTH_ATMOSPHERE_SURFACE_DENSITY; // tweak optical thickness curve - lower exponent ==> higher altitude before ambient level drops // Commenting this out, since it leads to a sharp transition at // atmosphereRadius, where density is suddenly 0 //opticalThicknessFraction = pow(std::max(0.00001,opticalThicknessFraction),0.15); //max needed to avoid 0^power if (opticalThicknessFraction < 0.0001) return; //step through all the lights and calculate contributions taking into account sun position double light = 0.0; double light_clamped = 0.0; const std::vector<Camera::LightSource> &lightSources = camera->GetLightSources(); for(std::vector<Camera::LightSource>::const_iterator l = lightSources.begin(); l != lightSources.end(); ++l) { double sunAngle; // calculate the extent the sun is towards zenith if (l->GetBody()){ // relative to the rotating frame of the planet const vector3d lightDir = (l->GetBody()->GetInterpPositionRelTo(planet->GetFrame()).Normalized()); sunAngle = lightDir.Dot(upDir); } else { // light is the default light for systems without lights sunAngle = 1.0; } const double critAngle = -sqrt(dist*dist-planetRadius*planetRadius)/dist; //0 to 1 as sunangle goes from critAngle to 1.0 double sunAngle2 = (Clamp(sunAngle, critAngle, 1.0)-critAngle)/(1.0-critAngle); // angle at which light begins to fade on Earth const double surfaceStartAngle = 0.3; // angle at which sun set completes, which should be after sun has dipped below the horizon on Earth const double surfaceEndAngle = -0.18; const double start = std::min((surfaceStartAngle*opticalThicknessFraction),1.0); const double end = std::max((surfaceEndAngle*opticalThicknessFraction),-0.2); sunAngle = (Clamp(sunAngle-critAngle, end, start)-end)/(start-end); light += sunAngle; light_clamped += sunAngle2; } light_clamped /= lightSources.size(); light /= lightSources.size(); // brightness depends on optical depth and intensity of light from all the stars direct = 1.0 - Clamp((1.0 - light),0.0,1.0) * Clamp(opticalThicknessFraction,0.0,1.0); // ambient light fraction // alter ratio between directly and ambiently lit portions towards ambiently lit as sun sets const double fraction = ( 0.2 + 0.8 * (1.0-light_clamped) ) * Clamp(opticalThicknessFraction,0.0,1.0); // fraction of light left over to be lit directly direct = (1.0-fraction)*direct; // scale ambient by amount of light ambient = fraction*(Clamp((light),0.0,1.0))*0.25; ambient = std::max(minAmbient, ambient); }
vector3d Body::GetInterpPositionRelTo(const Body *relTo) const { return GetInterpPositionRelTo(relTo->m_frame) - relTo->GetInterpPosition(); }